A few weeks ago a friend let me borrow his 12 post deck to play a few casual games against him. I have previously discussed my experience with Mudpost and I am very familiar with Mono Green Post as my boyfriend recently topped with it but it was the first time I looked closely at a blue/green 12 post deck from my own perspective. It was crazy to me how vastly different the deck is from the Mono Green and Mud variants. They all run the post lands and have a goal of casting Emrakul to win the game so how different can they be? I quickly learned that the answer to that question is extremely.
12 Post by Jeremiah Rudolph
Lands (25) 4 Misty Rainforest 4 Cloudpost 4 Glimmerpost 1 Eye of Ugin 4 Tropical Island 2 Island 1 Bojuka Bog 1 Karakas 1 Cavern of Souls 1 Glacial Chasm 1 Vesuva 1 Flooded Strand Creatures (6) 1 Emrakul, the Aeons Torn 4 Primeval Titan 1 Kozilek, Butcher of Truth Spells (29) 4 Brainstorm 4 Sensei’s Divining Top 3 Show and Tell 2 Candelabra of Tawnos 3 Expedition Map 2 Relic of Progenitus 3 Trickbind 3 Crop Rotation 3 Repeal 2 Ugin, the Spirit Dragon | Sideboard (15) 2 Surgical Extraction 1 Platinum Emperion 2 Blue Elemental Blast 3 Krosan Grip 3 Flusterstorm 2 Dismember 2 Trinisphere |
I’ve included a Blue/Green 12 Post list that was not from a recent tournament since it has not seen as much play this year, which after spending some more time learning about the deck doesn’t surprise me. It feels like a Show and Tell deck with Post back up, and if you’re interested in a deck depending on the Show and Tell plan then may I suggest Omnitell. However, having blue definitely gives the deck strengths outside of the ability to Show and Tell in an early Prime Time to quickly ramp into Emrakul, it also gives the deck access to card draw and counterspells. Having access to countermagic definitely gives it an edge in a few match-ups that the other Post lists do not have. Unfortunately, the learning curve for this deck is extremely steep and it seems much easier to lose to your own misplays. I’m not saying this is a negative but U/G Post definitely is a deck one will need to practice with.
Mono Green Post by Aaron Gazzaniga
Creatures (11) 3 Oracle of Mul Daya 4 Primeval Titan 1 Emrakul, the Aeons Torn 1 Kozilek, Butcher of Truth 1 Ulamog, the Infinite Gyre 1 Dryad Arbor Planeswalkers (2) 2 Ugin, the Spirit Dragon | Lands (26) 1 Forest 3 Snow-Covered Forest 4 Cloudpost 4 Glimmerpost 1 Maze of Ith 3 Savannah 4 Vesuva 4 Windswept Heath 1 Eye of Ugin 1 Karakas Spells (22) 2 Candelabra of Tawnos 3 Pithing Needle 3 Sensei’s Divining Top 4 Crop Rotation 4 Ancient Stirrings 4 Explore 2 Natural Order Sideboard (15) 1 Oblivion Stone 1 Pithing Needle 3 Leyline of Sanctity 3 Rest in Peace 2 Sacred Ground 1 Natural Order 1 All Is Dust 1 Bojuka Bog 1 Glacial Chasm 1 The Tabernacle at Pendrell Vale |
Despite my lack of success with any and all attempts I’ve had with playing Mono Green Post this deck has a soft spot in my heart (what can I say, I have a weakness for mono green decks). The level of consistency Mono Green Post has is amazing thanks to Top, Explore and Ancient Stirrings which allow you to both dig and ramp. This deck is more about the quick ramp but also has natural order for prime time. I also love the mini lands package that the deck runs with sideboard Tabernacle, Bojuka Bog and Glacial Chasm and mainboard Maze of Ith and Karakas. While mono green does still run a way to sneak in Prime Time (using Natural Order instead of Show and Tell) the decks are still vastly different. Mono Green feels more straightforward to me than the U/G variant but still has a lot of sneaky plays that one might not expect.
Mudpost by Paul Ridoux
I’ve talked about my love of Mudpost before so I apologize to my weekly readers. Above I’ve included a list from a recent top 8 which you can see from my past articles on the topic differs greatly from my own. Much like the U/G variant I feel like the Post-lands are almost a backup plan in Mudpost using on Forgemaster or Metalworker to get Emrakul or another large scary creature into play quickly. This deck depends on prison elements such as Chalice and Trinisphere to draw out the game and Ugin for removal. The only ramp the deck has come from dropping Metalworker or Grim Monolith which does speed the deck up substantially but doesn’t offer the same kind of support that Explore or Crop Rotation does. Being colorless the deck has very limited card selection and card draw which leaves the deck very inconsistent. The deck has a bad habit of loosing to itself but can be unstoppable when working properly.
For decks that all have the word ‘Post’ in their name these three decks are extremely different with very different gameplans for reaching the point where they can win on the back of Emrakul or another giant creature. I played with Mudpost for a very long time but didn’t realize how truly different it was from other Post archetypes until I sat down to write this article. The three different variants are a great ode to the different mechanics and flavors of each color and an important lesson to not make assumptions about how a deck works.